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  1. Dries390

    TFS 1.X+ Unable to pzLock players

    Hello again everyone, I've been trying to resolve an issue related to skulling players recently and I've run into another problem; I cannot pzLock players! Here's an example of a script I've been trying: local fight = createConditionObject(CONDITION_INFIGHT)...
  2. Dries390

    TFS 1.X+ Skull System

    Not as far as I know. Testing with two player characters correctly applies white/yellow skulls with the correct duration. It's really the setSkull(skull) and setSkullTime(skullTime) metamethods which seems to be acting a bit wonky. Haven't, as far as I can tell, changed anything pertaining to...
  3. Dries390

    TFS 1.X+ Skull System

    Hello again everyone, I was wondering whether I'm misunderstanding the skull system in Nekiro's 8.6 downgraded TFS 1.3 or something is wrong. Here's an example of the script I'm using. local pzLockTime = 1000 * 60 -- * 15 function Creature:onChangeOutfit(outfit) return true end...
  4. Dries390

    TFS 1.X+ Change Existing Monster Name In-Game for TFS 1.3

    Interesting tidbit; leaving const std::string& getNameDescription() const override { return mType->nameDescription; in monster.h will leave descriptions on examination intact but also fixes the combat messages you get at the bottom of the client back to the standard creature.xml...
  5. Dries390

    Feature Simple passive monsters

    Change bool isPassive = true; to bool isPassive = false; in the very last line or all the creatures in the world will be passive by default. Works great though!
  6. Dries390

    TFS 1.X+ Change Existing Monster Name In-Game for TFS 1.3

    Everything works on this end so the question can be considered solved. My version of spawnNamedMonster is much more intricate (optional spawning in an area instead of position, optional outfit argument, etc) so I made a couple errors throwing out the code other people don't need. Fixed version...
  7. Dries390

    TFS 1.X+ Change Existing Monster Name In-Game for TFS 1.3

    I realized trying to push custom names through to the loot log (probably) cannot be done in any simple sort of way so here's the function to spawn named creatures function spawnNamedMonster(name, description, monster, pos) local pos = {x = 50, y = 50, z = 7} -- Change this to some far away...
  8. Dries390

    TFS 1.X+ Change Existing Monster Name In-Game for TFS 1.3

    That's exactly the kind of solution I was looking into, should be easy to write a function that accomplishes this. I'll add it here once I solve the remaining loot issues.
  9. Dries390

    TFS 1.X+ Change Existing Monster Name In-Game for TFS 1.3

    Hello again everyone! I have seemingly managed to fix the issues with the code above. monster.h, between l. 42 - l. 44 and l. 71 - l.80 class Monster final : public Creature { public: std::string name, nameDescription; // Added line ... const std::string& getName() const...
  10. Dries390

    TFS 1.X+ Change Existing Monster Name In-Game for TFS 1.3

    Hello again everyone. I've been trying to apply the code described by https://otland.net/threads/change-existing-monster-name-in-game.131643/post-2430443 to Nekiro's downgraded TFS 1.3 8.6. Everything compiles just fine but when trying to actually use the function in a simple script...
  11. Dries390

    TFS 1.X+ transform item on position transforms top item

    I can't be sure as I'm unable to test right now but it looks like you have the "grape sign" in your list of potential chopping candidates [5376] = {chance = 5, level = 0, logs = 2148, respawn = 5, skillTries = 25} I think you should probably change 5376 to 2767.
  12. Dries390

    TFS 1.X+ Convert SKILLS/ML when change vocation Dawnport

    As far as I can tell, this might be the least painful solution. I tried looking for a solution involving addSkillTries(skill, tries) but it doesn't like playing with negative increments (overflows) so you'd have to edit the source.
  13. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Update: 1) The second change of code is l. 639 - l. 667 2) IMPORTANT! In the OTClient sources you also need to modify the following function! mapview.cpp, around l. 652 function calcFirstVisibleFloor // limits to underground floors while under sea level if(cameraPosition.z >...
  14. Dries390

    Lua BossReward TFS 1.3

    Never tested it in a multiplayer setting (yet) but using onDeath(...) and getting all players through the damagemap should allow you to reward everyone.
  15. Dries390

    TFS 1.X+ Cant login to my server but others can

    Yeah, apparantly me and my brother can log in from the home network with my local ip4 192.XXX.XXX.XXX but now my friends can't connect, which really shouldn't be happening. Glad you got it to work though!
  16. Dries390

    Randomizing Container Items on Startup

    Yes, this can easily be done. The crates would, however, be unmovable which just kind of kills it for me. I don't think anyone wants 500 chests scattered across the world that've been superglued to the floor. You'd also have to add a separate UID for every single chest which is quite possibly...
  17. Dries390

    TFS 1.X+ Cant login to my server but others can

    It seems to be working for me now. I read somewhere that the hosts file cannot remap IP to IP. I tested this by using LOCAL_IP GLOBAL_IP and using "ping GLOBAL_IP" in cmd and, indeed, this didn't work. (I added a randomly made up domain in hosts LOCAL_IP TEST.COM and that did work apparantly)...
  18. Dries390

    TFS 1.X+ Cant login to my server but others can

    I've got the same issue and I'm currently trying to resolve it. It has lead me to various solutions, including the most popular, Point 3 of the following; https://otland.net/threads/port-forwarding-and-connection.230381/ I've attempted to modify my host file but so far, no go. Try it out...
  19. Dries390

    Randomizing Container Items on Startup

    Hello everyone. I present here some code to create a list of items with actionIds on startup which you might be able to use to make your server a little less static. Requirements: TFS 1.3 and the ability to compile. I reckon you could make the modifications for other distributions if you...
  20. Dries390

    Ask about my OTCLIENT

    Unless your players intend to compile the client themselves (not likely) you could probably remove (back it up somewhere safely!) the VC14 folder, which seems to be the biggest folder. That should reduce the client in size by quite a bit.
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